Dissertations / Theses on the topic 'Animation tools for product design'

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1

SILVA, JULIO CEZAR AUGUSTO DA. "ECODESIGN TOOLS FOR PRODUCT DESIGN." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2009. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=15300@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
Ferramentas de Ecodesign auxiliam designers a desenvolver produtos menos impactantes ao meio ambiente, entretanto, seu uso por profissionais de projeto no Brasil é mínimo, porque a maioria não é adequada ao método de trabalho deste profissional. Como resultado, designers continuam desenvolvendo produtos ineficientes, embora estejam sensibilizados para a crise ambiental. Nesta tese foi desenvolvida uma ferramenta para apoiar o profissional de design no projeto de produtos eco-eficientes, adequada às necessidades do designer brasileiro. Para isso, foi realizada uma pesquisa entre designers para conhecer suas necessidades de informação ambiental, método de trabalho e relação com ferramentas de Ecodesign. A seguir, foram levantadas as ferramentas já existentes, com vista a formular uma compreensão de sua organização e aplicação no design de produtos. No momento seguinte, foram compiladas informações ambientais aplicáveis em projeto de produto, e estas foram organizadas em estratégias e diretrizes. De posse desses grupos de informações, foi desenvolvido um protótipo da ferramenta. Por fim, este protótipo foi validado em situações de uso real e simulado, por designers dentro do grupo que foi identificado na pesquisa como o que mais necessita de uma ferramenta. Como resultado, verificou-se que a formatação em diretrizes é adequada, e que designers se tornam aptos a desenvolver produtos menos impactantes caso recebam uma ferramenta adequada a seu método de trabalho.
Ecodesign tools help designers develop products less impactant to the environment, however, its use by project professionals in Brazil is minimum, because most of them do not fit this professional working method. As a result, designers keep developing inefficient products, although they are sensible to the environmental crisis. In this thesis, a tool was developed to support the designer professional in the eco efficient products project, to fit in the Brazilian designer needs. So, a research among designers was done so as to know their necessities of the environmental information, working method and the relation with the Ecodesign tools. Next, some existing tools were chosen, in order to understand their organization and application in the design of the products. Then, environmental information applicable in the project of the product were compiled, as well as organized in strategies and guidelines. With these groups of information, a prototype of this tool was developed. At last, this prototype was validated in real and simulated situations, by designers from a group that, in the research, was identified as the one who mostly needed the tool. As a result, the formatting in guidelines is appropriate, and that designers are able to develop products less impactants to the environment in case they receive appropriate tools to the working method.
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HABIB, MD AHASHAN, and LIPOL LEFAYET SULTAN. "Digital Tools for Product Development and Organizational Management." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20120.

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The report illustrates about the digital tools those are used for product development and organizational management (apparel sector). We went to Lectra Sweden AB, DTS solutions AB to search our planned information about those tools. We got some additional information from them as well. We were interested to learn about much software for this but we studied about Lectra Fashion PLM, PISA PDM, and ERP Garp system (CRM, SRM, MRM) as we could manage opportunity to know about them only.For Lectra, we focused on general idea about this software, its different divisions, its working procedure, its advantage to use, its possibility to use for every company. On the other hand, we concentrated on almost similar way of Lectra for PDM, PLM, ERP (CRM, SRM, and MRM).We got different divisions of Lectra, namely- Kaledo, Modaris, Diamino, Optiplan are using for various purposes, like - design, pattern making, marker making, spreading and cutting. On the opposite side of the coin, if companies implement PDM, PLM and ERP system, they can assist to manage the whole business chain very easily for instance- product development, order, purchase, manufacturing, stock/distribution, economy, logistics etcetera. We also knew that it is expensive to buy those software’s and require special skill to operate so it is not prolific to all company.
Program: Magisterutbildning i Applied Textile Management
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Marlow, Gregory. "Week 07, Video 02: Modeling Tools." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/51.

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McFadden, Christopher David. "Application of system design tools to integrative product development process." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/34851.

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Thesis (M.B.A.)--Massachusetts Institute of Technology, Sloan School of Management; and, (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering; in conjunction with the Leaders for Manufacturing Program at MIT, 2005.
Includes bibliographical references (leaf 80).
Although Magna (a fictional name for an automobile manufacturer) demonstrates year-on-year improvement across new and refreshed vehicle programs, they continue to lag behind the industry average within the category of "problems per 100 vehicles" as measured by J.D. Power and Associates' Initial Quality Survey (IQS). This project is concerned with the development of tools which can be used to improve the characteristics associated with complex system performance - considered a major factor in providing customers with high quality vehicles. The primary toolset leveraged for this effort was Datum Flow Chain (DFC) analysis which is useful for mapping out complex mechanical systems and identifying sources of potential improvement. This toolset also provides a practical means of generating standard design architectures which can be used to inform future product designs. Several technical and cultural barriers had to be addressed in order to clearly demonstrate the value of this new approach to improving customer satisfaction.
by Christopher David McFadden.
S.M.
M.B.A.
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Marlow, Gregory. "Week 01, Video 03: Maya UI Manipulation Tools." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/8.

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6

Jiménez, Sánchez Carlos, and Sánchez Irene Gallego. "Design of a backpack container with cooking and eating tools." Thesis, Högskolan i Skövde, Institutionen för teknik och samhälle, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-6409.

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The aim of this project was to develop a product in cooperation with Primus Company in Stockholm. It consisted of designing a container with the items needed when cooking and eating outdoors, in order to help the users eat and cook in a proper way while practicing activities such as camping or hiking.   Considering the specifications posed by Primus, research was done. One of the main issues to start this research was to carry out a market analysis in order to know all the products similar to the one that was going to be developed. Then, an analysis of the company and the main competitors of it was done in order to develop a product with Primus style and to get ideas for the product. In addition, a questionnaire study directed to potential users was carried out. In this way, it was possible to get to know things such as which items people usually carry in their backpack for cooking and eating outdoors and which ones they considered essential. This helped with making a choice of what the product should contain.   Once all the information collected from the research and from the study of the specifications was prioritized, the concept development phase started. For reaching an outcome, many aspects such as the items that the container should include, the shape of the container and the best material for the product were discussed.   Primus TetraCube is a product that suits all the requirements established at the beginning. In this way, Primus TetraCube is a product that can be carried in an 80 litres backpack and where the user can store all the necessary items for four people who want to eat and cook outdoors. It has also been designed taking into consideration all the details, resulting in a product that follows the aesthetics of Primus with soft shapes and colours such as red, black and grey. Everything combined make Primus TetraCube a comfortable product which helps the user feel at home in terms of convenience and comfort.
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Bonner, John V. H. "Towards developing and improving effective interaction design tools." Thesis, Loughborough University, 2002. https://dspace.lboro.ac.uk/2134/7609.

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This research began by addressing the question: can effective interface design guidelines be produced for use in the design of future consumer product technologies (CPT)? A literature review explored published studies evaluating existing Human- Computer Interaction guidelines to establish their effectiveness in relation to CPT. Through this review, effectiveness was found to be limited but potentially could be improved using user-centred design methods. In response, six short studies were undertaken to produce user-centred CPT guidelines and to evaluate them using two sets of effectiveness criteria: specificity and applicability. These studies supported findings from the HCI literature. Despite improving the specificity and applicability of the CPT guidelines, passive, non-bespoke design guidelines have still been shown to have little impact on interaction design activity. Other links between research and practice needed to be identified. Two further field investigations indicated that, whilst the use of ergonomics methods was limited in commercial design consultancies, certain types of participative methods considering 'situated design in context' might be helpful. A second literature review was conducted to explore the importance of context-based design activity. As an outcome, design tools were proposed using participative design techniques involving games and role playing. Through a second series of five laboratory and field studies, the proposed design tools were developed and iteratively evaluated. It was demonstrated that the design tools could affect interaction design activity, but further work is still required on improving one of the applicability criteria - 'organisational survival'. These findings demonstrated that interaction designers can effectively produce their own design data using the design tools provided that this design activity is situated within the context of an interaction design problem. It has also been shown that if interaction design tools are to be effective they should satisfy all specificity and applicability criteria established in this inquiry.
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Strong, Matthew Bailey. "Tools and Metrics for Evaluating Modular Product Concepts Based on Strategic Objectives." BYU ScholarsArchive, 2003. https://scholarsarchive.byu.edu/etd/80.

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The design of modular products has recently become the focus of significant research in the area of design theory and methodology. This focus is the result of increased awareness of the potential power of modularity to achieve certain product objectives. However, there continues to be a gap between the results of academic research and industrial application. The refinement, consolidation, and extension of this academic research would help design teams who are charged with developing modular products to use these academic findings in real world, industrial applications. The research presented in this document focuses on developing design tools, based on past and present academic research, for use in industrial settings where the design of a modular product is the goal. In this document the many definitions and methods for classifying modular products are consolidated and refined. Through thisrefinement and consolidation a new scheme for classifying modularity types, the Modularity Type Space (MTS), is developed that not only succinctly defines the types of modularity, but shows the relationships between them. Metrics and heuristics are also presented that are helpful in identifying the type of modularity a product uses in its architecture. The MTS is presented as a tool to help design teams screen modular product designs for the purposes of concept selection based on the strategic goals that the product must achieve. Several examples, as well as a case study, are presented in this document to show how to use the tools contained herein and to illustrate their usefulness. With the modular product design tools developed in this document, design teams will be able to more quickly and cost-effectively design modular products that meet their desired strategic objectives.
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Noor, Muhammad Jehanzeb 1982. "A comprehensive approach to complex system product development : operations management tools applied to automotive design." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39885.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2007.
Includes bibliographical references (leaves 133-135).
The research is based on observations made over a two-year period with the Closures Systems Integrators or CSIs (supervisory engineers who coordinate attribute balance and system decisions for conflicting door attributes) at a North American automobile manufacturer, focusing on organizational and technical improvements in product development. The product development (PD) process for vehicle side doors forms the case study. A Design Structure Matrix model was made of the process by which important closures attributes are managed through PD, Stamping, Manufacturing and Plant Teams. The attribute delivery process is very tightly coupled with many interactions and conflicts between the attributes, and careful system integration and interface management are essential. The study highlights the need for standardized designs and processes to create time for these system-level tasks, along with better knowledge and resource management. Critical inputs for system attributes are identified and it is shown that a lot of rework occurs if these inputs are changed. The Datum Flow Chain method is developed as a way to communicate data, help with assembly decisions and manage interfaces between component owners.
(cont.) An investigation of issues experienced at product launch shows that programs with CSIs have fewer design- related problems during launch, but that CSIs still spend too much time on Design and Release-type tasks for components (instead of a system focus) and fire-fighting. An extensive organizational study reveals the need for more leverage and clearer roles and responsibilities of CSIs. Conclusions on the process are supported by a simulation model and interviews with CSIs and many other engineers. Simulation results also show that adherence to official product development schedules timing is inherently difficult due to the structure of the as-is PD process. A brief comparison to Toyota's closures design process is also part of the thesis but was not part of the project itself. Recommendations for improvement include a set of design tasks that should be standardized, types of analytical tools that should be developed and managerial practices to be followed.
by M. Jehanzeb Noor.
S.M.
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10

Poulikidou, Sofia. "Integration of Design for Environment in the vehicle manufacturing industry in Sweden : Focus on practices and tools." Licentiate thesis, KTH, Miljöstrategisk analys (fms), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-134804.

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Design for Environment (DfE) promotes the systematic consideration of environmental aspects during product design and development. Despite the maturity of concepts and tools in literature, efficient implementation in industries is reported to be low. A need to bridge this gap is identified with studies that look on DfE practices as well as the use and potential of DfE tools. This thesis is part of a research project that investigates DfE practices and the use of tools during vehicle design and development. The aim is to investigate the ways that environmental constraints can be efficiently integrated into product development processes thus assist in improving the environmental performance of products from a life cycle perspective. The scope of the study includes four vehicle manufacturing companies in Sweden. The development and utilization of tools has been also investigated aiming to increase the opportunities for effective use within this product category. Case study methodology, research interviews and literature reviews constitute the research strategy followed in this work. The empirical results presented in this thesis indicated that vehicle manufacturing companies in Sweden are continually working to improve the environmental performance of their products and meet legal and costumer demands. Despite similarities regarding the type of environmental requirements considered, the companies studied have adopted different ways to identify and integrate environmental requirements into their product development process and use DfE tools to different extents. Such variations reflect differences in the success and maturity levels of the DfE practices adopted. A need for increased and more systematic use of tools is identified for all studied companies and especially for analytical tools. Results from the literature review showed that a variety of tools are available that have the potential to support vehicle design processes. However, only a few cover a broad set of aspects identified to be relevant from a vehicle design perspective. For DfE tools to become effective and be used during product development, they need to cover aspects that are relevant for the company and product designers. A need towards the development of tools that assist vehicle or product designers in general, to make informed and comprehensive choices based on a variety of requirements associated to the product, is identified.
Coupling Materials Environmental Analysis - Environmental Effects
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Meza, Bustamante Katherine Isabel. "The creation of tools and models to characterize and quantify user-centered design considerations in product and system development." Orlando, Fla. : University of Central Florida, 2008. http://purl.fcla.edu/fcla/etd/CFE0002178.

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Johansson, Per. "On the use of visualisation tools in product design : exploring possibilities and problems of virtual reality techniques /." Linköping : Univ, 2004. http://www.bibl.liu.se/liupubl/disp/disp2004/tek878s.pdf.

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13

Evjen, Benjamin. "Comfort Toys: Coping Tools for Children with an Epileptic Parent." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4252.

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When a caregiver suffers from epilepsy, a child can often feel frightened, vulnerable, and alone whenever a seizure occurs. In my thesis project I intend to help children negotiate this struggle with the use of therapeutic toys. Through play, children can navigate feelings that are often overlooked by adults. The visual appeal, simplicity, and materials used in their creation help facilitate comfort through sensory cues. By applying coping mechanisms to deal with stress caused by the passage of time, provide tactile comfort, and equip the child with tools to take action, their emotional needs are met. These toys address an overlooked need for children who consistently deal with the emotionally taxing occurrences that come with having an epileptic caregiver.
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Lindkvist, Christoffer, and Stjernberg Niclas. "Customer and product validation for physical product development in a startup context : A study on Lean Startup methods and Design For Six Sigma tools." Thesis, Uppsala universitet, Industriell teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-275359.

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Meza, Katherine. "THE CREATION OF TOOLS AND MODELS TO CHARACTERIZE AND QUANTIFY USER-CENTERED DESIGN CONSIDERATIONS IN PRODUCT AND SYSTEM DEVELOPM." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3647.

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Ease of use differentiates products in a highly competitive market place. It also brings an added value that culminates in a higher degree of customer satisfaction, repeated business, increased sales, and higher revenue. User-centered design is a strategic asset that companies can use to improve their customer relationships by learning more about their customers, and increase their sales. In today's economy, the measurement of intangible assets such as user experience has become a major need for industries because of the relationship between user-centered design and organizational benefits such as customer loyalty. As companies realize that the inclusion of user-centered design concepts in product or system design are a key component of attracting and maintaining customers, as well as increasing revenue, the need for quantitative methods to describe these benefits has become more urgent. The goal of this research is to develop a methodology to characterize user-centered design features, customer benefits and organizational benefits resulting from developing products using user-centered design principles through the use of an integrated framework of critical factors. Therefore, this research focuses on the identification of the most significant variables required to assess and measure the degree of user-centered design (UCD) characteristics included in the various aspects of product development such as physical design features, cognitive design attributes, industrial design aspects and user experience design considerations. Also this research focuses on the development of assessment tools for developers to use when evaluating the incorporation of user-centered design features in the creation of products and systems. In addition, a mathematical model to quantify the inclusion of UCD factors considered in the design of a product and systems is presented in this research. The results obtained using the assessment tools and the mathematical model can be employed to assess the customer benefits and organizational benefits resulting from including user-centered design features in the creation of products and systems. Overall, organizational benefits such as customer loyalty, company image, and profitability are expected to be impacted by the company's capability to meet or exceed stated design claims and performance consistency while maintaining aesthetic appeal, long product life, and product usefulness. The successful completion of this research has produced many beneficial research findings. For example, it has helped characterize and develop descriptors for estimating critical quantitative and qualitative components, sub-components, and factors influencing user-centered design that are related to customer and organizational benefits through the use of fuzzy set modeling. In addition, the development of specific tools, methods, and techniques for evaluating and quantifying UCD components resulted from this study.
Ph.D.
Department of Industrial Engineering and Management Systems
Engineering and Computer Science
Industrial Engineering PhD
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Yen, Wei-Ting. "Product Physical Interface Design Characteristics for Older Adults with Hand Use Limitations." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1313518203.

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Barge, Roland A. "The feasibility of using virtual prototyping technologies for product evaluation." Thesis, Loughborough University, 2008. https://dspace.lboro.ac.uk/2134/16390.

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With the continuous development in computer and communications technology the use of computer aided design in design processes is becoming more commonplace. A wide range of virtual prototyping technologies are currently in development, some of which are commercially viable for use within a product design process. These virtual prototyping technologies range from graphics tablets to haptic devices. With the compression of design cycles the feasibility of using these technologies for product evaluation is becoming an ever more important consideration. This thesis begins by presenting the findings of a comprehensive literature review defining product design with a focus on product evaluation and a discussion of current virtual prototyping technologies. From the literature review it was clear that user involvement in the product evaluation process is critical. The literature review was followed by a series of interconnected studies starting with an investigation into design consultancies' access and use of prototyping technologies and their evaluation methods. Although design consultancies are already using photo-realistic renderings, animations and sometimes 3600 view CAD models for their virtual product evaluations, current virtual prototyping hardware and software is often unsatisfactory for their needs. Some emergent technologies such as haptic interfaces are currently not commonly used in industry. This study was followed by an investigation into users' psychological acceptance and physiological discomfort when using a variety of virtual prototyping tools for product evaluation compared with using physical prototypes, ranging from on-screen photo-realistic renderings to 3D 3600 view models developed using a range of design software. The third study then went on to explore the feasibility of using these virtual prototyping tools and the effect on product preference when compared to using physical prototypes. The forth study looked at the designer's requirements for current and future virtual prototyping tools, design tools and evaluation methods. In the final chapters of the thesis the relative strengths and weaknesses of these technologies were re-evaluated and a definitive set of user requirements based on the documentary evidence of the previous studies was produced. This was followed by the development of a speculative series of scenarios for the next generation of virtual prototyping technologies ranging from improvements to existing technologies through to blue sky concepts. These scenarios were then evaluated by designers and consumers to produce documentary evidence and recommendations for preferred and suitable combinations of virtual prototyping technologies. Such hardware and software will require a user interface that is intuitive, simple, easy to use and suitable for both the designers who create the virtual prototypes and the consumers who evaluate them.
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Brandi, Leonardo Barili. "Desenvolvimento de jogo para estimular a aplicação de técnicas sistemáticas de seleção de alternativas no processo de design." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2016. http://hdl.handle.net/10183/148774.

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O processo de seleção de alternativas é uma das atividades do Processo de Desenvolvimento de Produto (PDP) que visa avaliar as configurações de soluções de um prob lema, para que sejam selecionadas as alternativas mais condizentes com as delimitações de um projeto. Dada a complexidade dessa tarefa, existem técnicas sistematizadas para auxiliar essa tomada de decisão, que são formalizadas e proporcionam visualização, ordem e lógica no processo. Contudo, verificou-se o desinteresse por parte de designers na utilização dessas, devido à falta de intimidade com as mesmas, dificuldades na aplicação e crença em processos não fo rmais para esta ava liação. Por sua vez, técnicas são ap licadas por meio de ferramentas, e essas tem a possibilidade de serem configuradas para aplicar uma ou mais técnicas de outras maneiras. Por isso, o problema desta pesquisa é: como incorporar técnicas sistemáticas de seleção de al ternativas no Processo de Desenvolvimento de Produtos de fo rma a estimular e facilitar o uso destas técnicas? Sob a hipótese de que uma ferramenta lúdica resolva este problema, o objetivo principal do trabalho é o desenvolvimento de um jogo como ferramenta de projeto para a aplicação de técnicas sistemáticas de seleção de alternativas por equipes de design de produto. Para isso foram mapeadas as principais dificuldades dos designers em relação ao processo de seleção e compreendeu-se as causas da abstenção das técnicas. Após, foi realizado o levantamento de técnicas sistemáticas de seleção de alternativas com base em autores de metodologias projetuais, rea lizada a triagem, descrição e análises aprofundadas sobre recursos, funcionamento e Auxo, que resultou na caracterização de onze técn icas aplicáveis no processo de seleção. Em seguida, foi feita a distinção do jogo como ferramenta de projeto e levantados os elementos essenciais para sua configuração e efetividade quanto ao estímulo - princípio de motivação. Com base nas informações coletadas, foi desenvolvido um jogo de plataforma física para realização do processo de se leção de alternativas, que contempla uma ordem de utilização das técn icas, reconfiguradas de forma a estimular e facilitar a sua ap licação. Por fim, realizou-se uma verificação da jogabilidade quanto à aplicação das técnicas, com base em playtests iniciais, rea lizados com um modelo funcional do jogo.
The process of concept selection one of the activities of Product Development Process (PDP), which aims ro evaluate the solutions of a design problem, ro se lect the most consistem alternatives to the requirements of a project. Given the complexity of this task, there are systematized techniques to assist this decision-making, which are formalized and provide visualization, arder and logic in the process. However, there was a disi nterest of designers in the use of such, dueto lack of intimacy with them, difficul ties in applying and belief in a non-formal process for rhis evaluation.ln rurn, the techniques are applied rhrough tools, and these have rhe ability to be configured to apply one or more techniques in orher ways. The research problem that emerges from this question is: how to incorporare systematic techniques of concept selection in the Product Development Process in arder to stimulare and facilitare the use of these techniques? Based on a hypothesis that a ludic tool could solve this, the main goal of this work is to develop a game as a project tool for the application of systematic techniques of concept selecrion for producr design teams. To this, the main di fficulties in rhe selection process were mapped and the abstention of techniques were understood. Afrer th at, was performed the survey of systematic techniques of concept's se lection based on authors of project merhodologies, performed a triage, description and detailed analysis of resources, operation and Aow, which resulted in the characterization of eleven techniques applicable in the selection process. Then, there was made the distinction of the game as a project tool, and raised the essencial elements for its configuration and effecriveness as the srimulus - the principie of motivacion. Based on these informations, a physical platform game was developed ro make che concept's selection process, which has an arder of use of the techniques, rearranged in a way to estimulare and to facilitare its application.Lastly, it was made a gameplay rest abour the techniques' applicarion, based on inici al playtests, using a fun ctional prototype.
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Palmblad, Fredrik. "Utveckling av målarverktyg : Ett projekt om att ta fram en ergonomisk pensel för yrkesmän." Thesis, University of Kalmar, School of Communication and Design, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-1709.

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Den här uppsatsen speglar ett examensarbete för Färggrossen i Nybro. Ett nytt måleriverktyg, närmare bestämt en lackpensel tas fram för yrkesmålare.

Fokus för projektet har legat på användarstudier med hjälp av yrkesmålarna Thomas Molin och Mikael Brandén. Studierna har börjat med observationer utav arbetsprocess och hantering av verktyg, därefter uppföljande tester av skissmodeller.

Två serier med skissmodeller tas fram för användarstudier och följs sedan upp med en förprototyp som detaljutvärderas. Resultatet blir ett verktyg med

 

vinklat skaft som ska skapa en flexibel pensel för många olika grepp.

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Holden, Allison Marissa. "Tumble time." Thesis, University of Iowa, 2014. https://ir.uiowa.edu/etd/4646.

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TumbleTime is a children's customizable play area that is both fun and educational. Planned to be produced in foam and vinyl fabric, TumbleTime resembles a gymnastic mat. The design is involved geometry that allows children to discover geometric relationships while playing with their furniture. TumbleTime has thousands of configurations demonstrated by 3D computer renderings and animations produced using Autodesk 3ds Max.
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Purwanto, Alex. "User research and opportunities for innovation : Exploring methods and tools." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296643.

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First-class software engineering is no longer enough for an information system product to gain success on a market. Developing successful information system products has become a challenging practice that requires an understanding of those who are going to use the products. As product innovation has become the lifeblood of companies competing in the fast- paced IT industry, the end users have ultimately become those who determine the success of these type of products. User research is conducted to gather insights of users’ contexts, behaviors and feelings when using products. It can be practiced to explore how to create products and features that end users will find useful. This thesis examines how methods and tools used in user research can expose opportunities for innovation. The study was conducted by a literature study and a case study, where user research methods were put to practice to discover opportunities for creating a concept for a new product. Emphasis was also put on studying how to provide utility when developing a new product. The case study was performed over a four month period at an e- commerce company called Swiss Clinic in Stockholm, Sweden. The study shows that opportunities for innovation in user research occur in the interplay between business, user research discoveries and iterative design and that effective communication and artifacts play essential parts for innovating successfully.
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KARELFELT, ERIK, and JOHAN MARTINSSON. "Designing the Customer Insight Process : How an industrial product development company can manage the design of the customer insight process." Thesis, KTH, Industriell Marknadsföring och Entreprenörskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-199201.

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När konkurrensen mellan produktutvecklingsföretag växer, blir det allt viktigare att öka ansträngningen för att erhålla bättre kundinsikt (CI). Kundinsikt är essentiellt för att försäkra att företagets produkter utvecklas i linje med kundens behov och samtidigt minimera risken för att utveckla egenskaper hos produkten som saknar värde för kunden. Trots att kundinsikt är en grundläggande del i produktutveckling så har företag ofta svårt att implementera ett effektivt sätt att samla information ifrån kunden och öka sin kundinsikt. Syftet med detta arbete har därför varit att sammanställa och analysera befintliga metoder och verktyg som används i kundinsiktsprocesser samt att sammanställa rekommendationer kring vad som bör tas hänsyn till vid design av en kundinsikts process. Vidare ämnar studien att designa samt applicera en CI process på vindkraftsindustrin, med inriktning mot turbinbladsinspektion (WTBI), för att dels testa rekommendationerna samt att leverera kundinsikt till Case-företaget FLIR Systems. Metoden för detta masterarbete består dels av en fallstudie åt FLIR Systems i Täby vilket innefattar intervjuer med anställda och en fördjupad litteraturstudie. Detta denoteras i rapporten som steg ett. Baserat på rekommendationerna ifrån steg ett så designas och appliceras en CI process på WTBI industrin vilket utgör steg 2. Studien resulterade i att ett antal barriärer relaterade till företagets CI process identifierades. Vidare presenterades rekommendationer gällande vad som bör tas hänsyn till vid skapandet av en kundinsiktsprocess för att bemästra de identifierade barriärerna. Initialt rekommenderas tydliga mål och avgränsningar kring ett företags CI projekt. Vidare rekommenderas ett ramverk för att skapa kundvärdekedjor vilket möjliggöra ett strukturerat sätt prioritera kunder. För att underlätta valet av lämpliga kundinsiktsverktyg för olika projekt utvecklades också vad som i studien har denoteras som en "Design guide". Det kan ses som ett ramverk ämnat för att ge en överblick av vilka verktyg som finns samt dess olika styrkor och svagheter. Vidare resulterade den praktiska kundinsiktsprocessen som applicerades på WTBI industrin dels i värdefull kundinsikt för det givna segmentet. Resultaten tyder också på att sociala nätverk, så som LinkedIn, med fördel kan användas som verktyg i CI processen för att överkomma ett flertal barriärer.
As the competition is getting tougher it becomes important for product development companies to increase their efforts of collecting customer insight (CI). This is essential to ensure that products are developed in coherence with the customer’s needs in order to decrease the risk of developing products that does not add value to the customer. However, despite customer insight being crucial for product development, companies appear to struggle with implementing a suitable way to collect customer insight. The purpose of this master thesis has been to compile and analyse existing methods and tools used in the CI process in order to provide recommendations on what to consider when designing such a process. Further, the study aims to design and apply a CI process, targeting the wind turbine blade inspection (WTBI) industry, both in order to test the recommendations as well as deliver customer insight requested by the case company FLIR Systems. The methodology of this master thesis was partly the case study at FLIR, consisting of interviews with the employees and an extensive literature review. This has been denoted as stage one. Based on the recommendations derived from stage one, a CI process was designed and applied targeting the WTBI industry, denoted staged two. The result was a set of identified barriers related to the company’s CI process. Further, recommendations of what to consider when designing the CI process was derived, aiming to help the company overcome the barriers. It was proposed that the company needed to clearly state the scope for their CI projects. Also, it was recommended to adopt the customer value chain framework in order to gain a more structured approach when assessing which customers to target. Further, what have been denoted as the design guide was provided to the company in order to encourage an active evaluation of which tools to include in their CI process. An additional outcome from the test was that the use of a social network channel, such as LinkedIn, seems to reduce several of the barriers. In terms of customer insight for the WTBI industry, the study managed to derive valuable information for the case company which was perceived as useful for further research
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Garcia, Sara Filipe Lopes. "As tecnologias CAD no design de produto. Da ideia à sua materialização." Master's thesis, Faculdade de Arquitectura de Lisboa, 2010. http://hdl.handle.net/10400.5/3002.

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Mestrado em Design de Produto
A incorporação da área da tecnologia informática no design de produto provocou uma verdadeira revolução em todas as etapas do processo projectual, tornando-se difícil falarmos de design de produto sem nos referenciarmos com as tecnologias CAD. Estas são hoje um precioso auxílio ao designer no desenvolvimento do produto, não só na fase de projecto como nas fases sequentes obrigatoriamente relacionadas – a engenharia, a produção, o marketing, a gestão. No entanto, mais do que um mero auxílio o CAD afigura-se com capacidades de estabelecer uma lógica própria na prática projectual, com potencialidades para se tornar num verdadeiro gestor de todo o processo. De modo a explorar esta hipótese, as metodologias adoptadas foram, numa primeira fase, a elaboração de uma crítica literária, e numa segunda fase foram efectuados estudos de caso a três empresas portuguesas e a uma universidade de ensino superior público. Foi realizada uma análise dos resultados, que verificaram a nossa hipótese e levou às conclusões e a recomendações para futuras investigações. É essencial que o designer se aperceba das potencialidades das tecnologias informáticas, tanto ao nível dos sistemas CAD como a outros sistemas informáticos a jusante do projecto, de modo a poder dialogar com todos os intervenientes no processo numa concepção holística. Além do mais, é fundamental que as tecnologias CAD suportem um papel importante na coordenação de processos, produtos e conhecimentos.
ABSTRACT: The incorporation of computer technology in product design caused a true revolution in all the stages of the design process, where it is almost unthinkable to talk about product design without mention CAD technologies. These are today a precious aid to the designer in product development, not only in the project but in every parts related – engineering, manufacturing, marketing and management. Though, more than just an aid, CAD seems capable to establish his own logic in the project practice, with potential to become a true manager of the whole process. In order to explore this hypothesis, the research methods used were, in a first phase, the literature review, and in a second stage there were made case studies to three different Portuguese companies and to one public higher education university. We performed an analysis of the findings, which verified our hypothesis which leaded us to the conclusions and to future research directions. It is essential that the designer takes awareness of the importance of the computer technologies, both at the level of the CAD systems as other computer systems downstream of the project, in order to be able to dialogue with all the stakeholders in the process in a holistic conception. It is also essential that CAD technologies assume an important role in the coordination of processes, products and knowledge.
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Kneschke, Christoph, and Martin Schmauder. "Grundlagen zur methodischen Beurteilung der montagegerechten Produktgestaltung anhand virtueller Werkzeuge." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-228652.

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25

Kneschke, Christoph, and Martin Schmauder. "Grundlagen zur methodischen Beurteilung der montagegerechten Produktgestaltung anhand virtueller Werkzeuge." TUDpress - Verlag der Wissenschaften GmbH, 2012. https://tud.qucosa.de/id/qucosa%3A30521.

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Souza, Aline Teixeira de. "Materiais autóctones e técnicas experimentais." Doctoral thesis, Universidade de Lisboa, Faculdade de Arquitetura, 2018. http://hdl.handle.net/10400.5/17619.

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Tese de Doutoramento em Design, com a especialização em Design apresentada na Faculdade de Arquitetura da Universidade de Lisboa para obtenção do grau de Doutora.
O presente trabalho propôs-se a investigar a relação que se estabelece entre os recursos materiais e o design para gerar valor aos produtos locais e suas origens, sendo o objeto de estudo a exploração do material e do saber fazer local no contexto do ensino de design. A principal motivação para realizar esta investigação é a diversidade cultural e biológica brasileira, pouco explorada no ensino formal de design como fonte de recursos para gerar valor aos produtos e origens. O primeiro capítulo dedica-se à contextualização e enquadramento da investigação. O segundo capítulo determina o papel do design na valorização de territórios e o lugar dos materiais neste processo ao considerá-los parte efetiva do capital territorial. O terceiro capítulo levanta modelos de processo de design orientados pelos materiais, e ferramentas de projeto úteis no processo de design para gerar valor local. O quarto capítulo apresenta a pesquisa empírica. - Inicialmente, mostra os resultados de um inquérito exploratório que levantou marcas e produtos que promovem a associação entre materiais e localidades para o grupo de voluntários entrevistado. A partir destes dados, em seguida, é apresentada a análise de casos de estudo que contemplam iniciativas com design orientado por um material em específico. A hipótese colocada é de que no âmbito do design para valorizar territórios, a operacionalização do processo tendo os recursos construtivos locais explorados criativamente contribui com o desenvolvimento e consolidação das esferas ambientais, sociais e económicas. A relação com o ensino, neste contexto, é fundamental porque coopera com a sensibilização e especialização de profissionais que atuantes colaboram com o fortalecimento de territórios e com a construção de bases de desenvolvimento. Assim, para concluir a recolha de dados novos, é apresentado um diagnóstico do ensino de materiais no design partindo da análise das fichas de disciplinas de cursos de graduação e de pós-graduação brasileiros e do inquérito com designers sobre seus backgrounds formativos. - No quinto capítulo, apresenta-se o desenvolvimento do modelo construído a partir das informações levantadas. O modelo é constituído por dois blocos de conteúdo disciplinares para o ensino de graduação e pós-graduação. O bloco voltado à graduação é formado por um plano de ensino que contempla o MAiTE Toolkit e foi avaliado a partir de workshops realizados com grupos de amostra e controle e também por peritos. No sexto capítulo apresentam-se as conclusões da investigação e as recomendações para pesquisas futuras. A contribuição mais relevante desta investigação foi a organização e desenvolvimento de ferramentas que demonstram potenciais para os níveis operacionais, práticos e pedagógicos no campo do design orientado pelos materiais para promover territórios.
ABSTRACT: This research aimed to investigate the relation of materials resource with design for promotion of local products and their origins. The main focus of this research is the creative exploration of materials and the local “way of doing” in the context of design education. The main motivation to realize this research is the Brazilian cultural and biological diversities almost undiscussed at formal design education as resources’ fount to assign values to products and their origins. The first chapter is dedicated to contextualise the research. The second chapter determine the role of design on the promotion of territories and the place of materials in this process once they are part of the territorial capital. The third chapter presents models of design process driven by materials and useful tools to assign local values to products on design process. The forth chapter presents the empirical research. Firstly, fourth chapter presents the results of an exploratory survey which collected exemplos of brands and products that a group of volunteers cited about the connexion between materials and places. By these datas, following, case studies analyses are presented. These case studies are focused on design initiatives in real context that drive their design by a material in particular. The hypothesis is the operationalisation of design process based on creative exploration of materials resource, on the context of design for promotion of territories, contributes to development and consolidation of places on ambiental, social and economic scopes of action. In this context, the relation with education is fundamental because it cooperates with professional awareness and specialisation for promotion of territories and for construction of development bases. Then, it was presented a design education diagnosis focused on materials contents by the curricula programs analises and survey with professional designers. The fifth chapter presents the development of the model elaborated from the collected information. The model has two blocks of disciplinar contents for undergraduate and post graduate programs. The undergraduate block is formed by an educational plan which includes the MAiTE Toolkit and it was evaluated by workshops with sample and control groups and experts. The most relevant contribution of this investigation was the systematisation and elaboration of tools which demonstrate potentials to design for territories promotion in operational, practical and pedagogical levels.
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Junior, Angelo Varandas. "Uma proposta para integração de aspectos ambientais do ecodesign no processo de desenvolvimento de novos produtos." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/3/3136/tde-28082015-101459/.

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O aumento das exigências ambientais pela sociedade, mercado e legislação vem forçando os acadêmicos a buscarem formas de reduzir os impactos ambientais do produto durante todo o seu ciclo de vida. A integração de ferramentas de ecodesign no Processo de Desenvolvimento de Produtos (PDP) visa melhorar os requisitos ambientais do produto sem comprometer o seu desempenho, custo e características. Apesar dessa tendência, as estruturas de PDP não incorporam práticas ambientais de forma adequada. Assim, esse trabalho objetiva integrar práticas de ecodesign em uma estrutura de PDP. Para atingir esse propósito foi empregada uma análise sistemática da literatura mesclando técnicas de análise bibliométrica e de redes sociais, diagramas, mapeamento de 154 métodos de ecodesign, análise das características e questões ambientais de 80 estruturas de PDP e sistematização de 365 aspectos ambientais no PDP. Os resultados demonstram que as estruturas de PDP não enfatizam as fases de pré-desenvolvimento e pós-desenvolvimento que têm importância para redução do impacto ambiental. Portanto, foi elaborada uma proposta detalhada de integração analisando as características e contribuição de cada aspecto ambiental para minimizar o impacto ambiental do produto e sua relação com a função de cada tarefa do PDP. Na avaliação da proposta, verificou-se que nas fases de projeto conceitual e projeto detalhado houve menor aceitação quanto ao momento da integração dos aspectos ambientais, devido à interface dessas fases. Já no planejamento estratégico de projetos, planejamento de projeto e projeto informacional ocorreu desvio padrão alto nas notas, indicando divergência de opinião dos especialistas sobre o tema. Conclui-se que esse trabalho engloba um conjunto de práticas de ecodesign para suportar a tomada de decisão no PDP com objetivo de reduzir o impacto ambiental do produto durante todo o ciclo de vida.
The society, market and legislation demands for sustainability have grown then academics have to revisit the issue and to search for ways to reduce the environmental impact of the product during its life cycle. The integration of ecodesign tools in the Product Development Process (PDP) aiming at the improvement the product environmental requirements without compromising its performance, cost or characteristics. However, in spite of this tendency, the structures of PDP still do not incorporate environmental practices in their activities in a proper manner. Therefore, the proposal of this work is integrating ecodesign practices in the tasks of PDP structure. To achieve this purpose was used the systematic literature review linking techniques such as bibliometric and social networking analysis, diagrams, mapping 154 ecodesign methods, analysis of the characteristics and environmental issues of 80 PDP structures and systematization of 365 environmental aspects in the PDP. The results demonstrate that the PDP structures do not emphasize the phases of pre-development and post-development that are important to reduce environmental impact. Therefore, a detailed proposal for integration was developed by analyzing the characteristics and contribution of each environmental aspect to minimize the environmental impact of the product and its relation to the function of each task of the PDP. In assessing the proposal, it was found that the phases of conceptual design and detailed design were less accepted about time of integration of environmental aspects, due to the interface of these phases. In the strategic planning of projects, project planning and informational project were a high standard deviation in the experts evaluation, indicating divergence of opinion on the theme. In conclusion, this work includes a set of ecodesign practices to support decision making in the PDP in order to reduce the environmental impact of the product throughout its life cycle.
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Mujica, Felipe. "Conforto, desconforto e usabilidade no design de interiores de aeronaves: a análise ergonômica da atividade como ferramenta de projeto." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/3/3136/tde-18082016-103259/.

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Estudos de literatura científica mostram que desenvolver produtos confortáveis não é algo trivial. No entanto, o conforto é um aspecto importante a ser considerado para valorizar e diferenciar linhas aéreas e produtos do setor automotivo. O objetivo inicial desta pesquisa era verificar a influência de acessórios e dispositivos de ajustes nos níveis de conforto e desconforto de passageiros em cabines de aviões. No entanto, com o amadurecimento dos métodos, dos protocolos e das ferramentas desta pesquisa, verificou-se que a metodologia proposta, além de ter utilidade para levantar as necessidades dos usuários, no design de cabines para passageiros, pode ser útil para a sensibilização de projetistas, ao integrar o Processo de Desenvolvimento de Produtos (PDP). Desta forma, o método criado a partir de conhecimentos das Ciências Sociais e Etnografia, com técnicas da Observação Participante e da Análise Ergonômica da Atividade, mostrou-se uma poderosa ferramenta para capacitação e sensibilização de projetistas, arquitetos, engenheiros e designers, para promover a inovação no projeto de ambientes e objetos. Portanto, esta tese discute a importância das atividades dos usuários no desenvolvimento de projetos, para permitir que projetistas possam criar soluções que vão mais além do que é sugerido e estabelecido por parâmetros apresentados em normas técnicas e legislação. Assim, apresenta-se aqui uma nova proposta metodológica para o Design de Produtos e Ambientes dedicados a Passageiros e Viajantes, de uma forma mais ampla, que favoreça a experiência em mobilidade.
Scientific studies show that the development of comfortable products is not trivial. However, comfort is an important aspect to be considered to enhance and distinguish airlines and automotive products and services. The initial objective of this research was to verify the influence of accessories and adjustable devices in passengers comfort and discomfort in aircraft cabins. However, with the maturation of the methods, protocols and tools from this research, it become clear that the proposed methodology, besides being useful to assess users\' needs for designing passengers cabins, may be also useful for sensitization designers by integrating the Product Development Process (PDP). Thus, the method created from Social Sciences and Ethnography knowledge, with participant observations\' techniques and Ergonomics\' Activity Analysis, proved to be a powerful tool for training and sensitization designers, architects, engineers and designers, to promote innovation in interiors and objects design. Therefore, this thesis discusses the importance of users\' activities on the development of projects, to empower designers in creating of solutions that go beyond what is suggested and established by parameters of technical legislation and standards. Thus, we present here a new methodological proposal for products and interiors design for passengers and travelers, in a wide focus, that favors experience in mobility.
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Chin-YuChen and 陳勁宇. "Applying Metaphor in Animation Product Design-Using Evangelion as a Example -." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/82906636799214365886.

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Vuza, Simo S. "A systematic approach in product development of industrial processing equipment." Thesis, 2013. http://hdl.handle.net/10210/8689.

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M.Phil. (Electrical & Electronic Engineering Science)
The need to industrialise South Africa has been an effort of government to increase manufacturing and Gross Domestic Products (GDP) while also creating decent work. Manufacturing industry has been striking with organisations closing and moving. Organisations have been established and fail to compete in the market due to lack of expertise to produce products that meet the customer`s requirements. Due to the opportunities of industrialisation in Africa the focus to develop equipment for these industries is necessary. This research objective is to develop a Systematic Approach of Product Development for Industrial Processing Equipment manufacturers that supply various organisations. The research will respond to the following question while also defining the development process:-  Will product development be helpful in industrialising South Africa and building sustainable manufacturing businesses?  Define a process feedback diagram of a systematic approach of product development to be used by industrial processing equipment? The research is done with the use of literature review form published sources which is validated by survey questions that were sent to sustainable successful organizations that supply industrial equipment. The research finding demonstrates the success phases and steps to be followed when developing product. The phases and their steps are;- 1. Marketing phase stages are Identifying Market Opportunities, Evaluating Potential Markets, Identifying Customer`s Needs and Product specification 2. Concept Development phase stages are system engineering for requirements identification & allocations, Internal & external Search of solution, concept selection and concept testing 3. System Level Design phase stages is Product Architecture 4. Detailed Design Phase stages are industrial design and design for manufacturing 5. Refinement and testing phase stages are designing for reliability, prototyping and testing. These are the phases the research focused on. The Survey revealed that success sustainable organisation have been using product development, marketing and system engineering methodologies as one of their common weapon to stay in business and grow in today’s competitive market place. This systematic approach process feedback diagram in product development has a lot of phase overlap. All phases interact even though there is still a feed process from one phase to the next. The process happens concurrently to ensure that all stages are considered at an earlier stage
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Lin, Feng-Hsi, and 林奉錫. "Systematic Tools and Flow of New Product Development for Small IC Design House with Conceptual Design Tools, TRIZ and Patent Circumvention." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/67252033004075972354.

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碩士
國立交通大學
管理學院科技管理學程
99
According to the last five years (2007 ~ 2011) of Taiwan's IC design industry news, we can see that Taiwan's IC design industry, whether large or small IC design companies are facing a very serious challenge. However, small IC design companies have resource disadvantage compared to large-scale IC design companies, it becomes more difficult to show the flexibility in the past and facing more difficult situation. How to find a new niche product development flow to create and maintain a competitive advantage is indeed a priority. Purpose of this study is to find systematic product development flow and tools for small IC design companies, and discuss how to apply individual tool in small IC design companies. In this study, through case study method, two new product development flows for benchmarking, 'innovation roadmap methodology' and 'Samsung Standard Design for Six Sigma', are reviewed, it will become the basis of constructing new product development flow of this study. This study proposes "New Product Development Flow version 3.0 for IC design companies ", a total of seven phases. Leading small IC design companies to give up "component replacement" strategy and design in end-customer perspective ultimately. And proposes a new “hierarchical view of new product development”, to illustrate how this flow is located and operated in an organization.
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Lin, Ting, and 林廷. "An Innovative Product Development Process By Integrating Universal Design and TRIZ Tools." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/76404061485218362350.

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碩士
明志科技大學
工業設計研究所
101
Recently, Universal Design (UD) is normally used in the concept design. However, difficulties often occur in the design of universally applicable products because the principles offered are too general. Effectively using the principles of universal design requires a tool to provide direction in the design process. TRIZ is an instrument capable of dealing with a lack of inspiration and provides solutions to creativity related problems. This research proposed an innovative product design process by synergizing both universal design principles and TRIZ tools. This newly developed process started with stating the design problems via a UD evaluation, followed by Three Steps for Solving an Inventive Problem to develop the preliminary design directions. And using TRIZ analysis tools analyze product’s problem attribution. By using problem solving process we can choose the Contradiction Matrix, Substance-Field Analysis or Knowledge Effects to find the appropriate solution. According to the tool selection, it would have different database to find the better solution. Finally, the researcher would use the UD principle to check the re-design product. Through this Innovative Product Development Process can help designer more efficiency to solve the accessible problem for product design.
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Shih, Kuang-Sheng, and 石光勝. "On the Design of Electrical Power Tools by Applying Product Appearance Feature." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/53296140960190010435.

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碩士
東海大學
工業設計學系
97
Under the effect on the application of electrical power tools, the hand tool industries in Taiwan have evolved from the traditional tools to the electrical ones. Because the demand aspects on using, working conditions, and skills have increased, the development of e-power tools has been emphasized. However, the e-power tools from abroad supply superior quality to domestic ones, therefore, the managed trend for domestic industries prefers a way, Original Design Manufacturer (ODM) and develops with a form, redesign. But according to redesign, product has the same appearance, and it becomes harder to discriminate from another one. For the situation, the emphasis on product identity and differentiation has become an important factor to affect the competition of e-power tools. Based on the problem of domestic industries for appearance design, that is, the absence of design variability and factors, this study will discuss and integrate the feature factors and forms with figures, the concrete way to increase the progressive and inimitable particulars for the appearance design of e-power tools. This research can be elaborated in the following four steps: (1) to integrate the direct form of feature factors according to the operation and the type of e-power tools; (2) to evaluate the design parts and details factors with the Quality Function Deployment (QFD) method; (3) to changeover and integrate the forms to present details factors with the Principal Factor Analysis (PFA) method; (4) to establish the design referral model to assist the appearance design of e-power tools. With the concept and application of the design referral model (DRM), it encourages and assists the hand tool industries for variability and applicability.
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Ferreira, Gonçalo José Teixeira de Pinho. "Exploring augmented and data-driven digital modeling tools in product design and engineering." Master's thesis, 2019. http://hdl.handle.net/10773/28573.

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Tools are indispensable for all diligent professional practice. New concepts and possibilities for paradigm shifting are emerging with recent computational technological developments in digital tools. However, new tools from key concepts such as “Big-Data”, “Accessibility” and “Algorithmic Design” are fundamentally changing the input and position of the Product Engineer and Designer. After the context introduction, this dissertation document starts by extracting three pivotal criteria from the Product Design Engineering's State of the Art analysis. In each one of those criteria the new emergent, more relevant and paradigmatic concepts are explored and later on are positioned and compared within the Product Lifecycle Management wheel scheme, where the potential risks and gaps are pointed to be explored in the experience part. There are two types of empirical experiences: the first being of case studies from Architecture and Urban Planning — from the student's professional experience —, that served as a pretext and inspiration for the experiments directly made for Product Design Engineering. First with a set of isolated explorations and analysis, second with a hypothetical experience derived from the latter and, finally, a deliberative section that culminate in a listing of risks and changes concluded from all the previous work. The urgency to reflect on what will change in that role and position, what kind of ethical and/or conceptual reformulations should exist for the profession to maintain its intellectual integrity and, ultimately, to survive, are of the utmost evidence.
As ferramentas são indispensáveis para toda a prática diligente profissional. Novos conceitos e possibilidades de mudança de paradigma estão a surgir com os recentes progressos tecnológicos a nível computacional nas ferramentas digitais. Contudo, novas ferramentas originadas sobre conceitos-chave como “Big Data”, “Acessibilidade” e “Design Algorítmico” estão a mudar de forma fundamental o contributo e posição do Engenheiro e Designer de Produto. Esta dissertação, após uma primeira introdução contextual, começa por extrair três conceitos-eixo duma análise ao Estado da Arte actual em Engenharia e Design de Produto. Em cada um desses conceitos explora-se os novos conceitos emergentes mais relevantes e paradigmáticos, que então são comparados e posicionados no círculo de Gestão de Ciclo de Vida de Produto, apontando aí potenciais riscos e falhas que possam ser explorados em experiências. As experiências empíricas têm duas índoles: a primeira de projetos e casos de estudo de arquitetura e planeamento urbanístico — experiência em contexto de trabalho do aluno —, que serviu de pretexto e inspiração para as experiências relacionadas com Engenharia e Design de Produto. Primeiro com uma série de análises e experiências isoladas, segundo com uma formulação hipotética com o compêndio dessas experiências e, finalmente, com uma secção de reflexão que culmina numa série de riscos e mudanças induzidas do trabalho anterior. A urgência em refletir sobre o que irá alterar nesse papel e posição, que género de reformulações éticas e/ou conceptuais deverão existir para que a profissão mantenha a sua integridade intelectual e, em última instância, sobreviva, são bastante evidentes.
Mestrado em Engenharia e Design de Produto
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35

Liao, Chien-Chen, and 廖千禎. "A Study of Digital Content Materials Licensing to Peripheral Product Design-An Example of Animation." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/75t6fv.

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Abstract:
碩士
銘傳大學
設計管理研究所碩士在職專班
96
Under the influence of the trend of globalization and knowledge-based economy, the government has brought out “Challenge 2008 - National Development Program”. The animation industry (designer or creator) have content material copyright, and through licensing for peripheral products is great commercial value of the creative content industry. In view of the merchandise licensing is foresightedness in the future market. The merchandise licensing become the domestic animation industry development and the digital contents material management main point gradually. The purpose of this study was to the animation content materials licensing merchandise planning, peripheral products design standard, merchandise licensing process and promotion planning to discuss. This research proceeded with cases study and interviews domestic provide animation content material to merchandise licensing industry for the research object. Finally, attempts to summary a system of merchandise licensing processes, and hope that the research conclusion will provide a valuable reference to the creative content industry. The conclusions are: 1. A product development style guide - (1) Stories and character image have attraction for consumer. (2) The digital contents materials have reduce rework costs and increase design work efficiency. (3) Developing merchandise image and service marketing. (4) Copyrightable works using regulation avoid piratical problems. 2. The merchandise licensing system - (1) Licensee evaluation enhanced peripheral products operations. (2) Merchandise licensing Items and marketing channel planning help peripheral products develop chronically. (3) Licensing contract provides for licensee can acquire rights and bear liability. (4) Licensing contract has to be signed and audit peripheral products designed. (5) It should build anti-counterfeit label. 3. The merchandise licensing strategy - (1) To diversifying its range of peripheral products and services. (2) Through different channels achieve greater market penetration to develop broad consumer groups. (3) To find out more about peripheral products marketing date and sale plan of licensee. (4) By the media and entertainment to promote dissemination. (5) To raising awareness with promote activities. (6) To join trade shows for open up the market and find foreign partners.
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36

CHEN, CHIH-HUNG, and 陳志鴻. "The Product Design Process Improvement by the Theory of Constraints : A Hand Tools Design Center as an Example." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/qgz722.

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Abstract:
碩士
東海大學
高階經營管理碩士在職專班
106
As part of the traditional industry, hand tools manufacturing industry has always set up the aggressive goal and direction to ensure the business reserves its competitive from the price advantage stand point and advanced product quality design under the current rapid expansion of the global consumer market. To face the severe market challenges, in addition to the ability of product innovation capability and rapid response to customer needs, it is another business important goal of hand tool business to optimize the new product development process to shorten the lead time. This study believes that we can use the 3 thinking process steps from the Theory of Constraints, together with the five logical analysis tools to figure out: What to change? What to change to? And find out how to cause the change? To reinforce the find out of what could go wrong in a hand tool development process and then analyze what the problems might be occurred in the process of development, in terms of personnel, management and culture in the process, finding suitable practical improvement action plans, and assist the case organization to enhance the business competitive within in the industry. Through this research and group discussion practice, case organization can effectively identifies its core issues in order to improve their design process of hand tools product innovation and establish actions for continuous improvement. It is expected that the first introduction of the Theory of Constraints and its positive output through the case organization will have an impact to the other similar functional groups and carry out the enhancement plan for the entire company.
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37

Wu, Tzu-Hsien, and 吳姿賢. "The application of different materials and Maker tools on bamboo and rattan decoration product design." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/64902740712777046601.

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38

Tsai, Chung-Yu, and 蔡鍾毓. "A Study Appling Computer-Aided Software for Product Development Design -- Machining Tools Industry as an Example." Thesis, 1998. http://ndltd.ncl.edu.tw/handle/32785420490659021883.

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39

Carneiro, Tomás de Meireles. "The articulation of advanced tools for product development. The Lean Design-for-X framework supported by Fuzzy QFD." Master's thesis, 2020. https://hdl.handle.net/10216/128303.

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40

Carneiro, Tomás de Meireles. "The articulation of advanced tools for product development. The Lean Design-for-X framework supported by Fuzzy QFD." Dissertação, 2020. https://hdl.handle.net/10216/128303.

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